The halls of reflection minecraft download
So check them all out right now! There are several patches of ice spikes biomes all around, and at coordinates , and , you will find two igloos. If you like hotter biomes, then here you will spawn on a shattered savanna plateau with two different types of villages: one accommodating the plains half, and the other one the savanna half. To the north there is also an even hotter desert with two more villages at coordinates 50, and , At times Minecraft can surprise and spawn you in a place where all kinds of anomalies take place.
For example, in this seed you will spawn on the border of both cold and hot biomes with a desert village stuck in between them all. You will spawn on the edge of a jungle biome next to a taiga village that stands very close to jungle temple, which is well hidden in the bamboo biome at coordinates 50, A bit to the north there is another jungle temple at coordinates , , but this time there is no village to accompany it.
This would've been a very hard survival seed, if the village weren't connected to a chain of icebergs that go all the way up to the mainland. Also, if you follow the icebergs to the south, you will arrive at a mushroom island at coordinates , Two of the villages can be found on the savanna biome at coordinates 50, 50 and , , while the third one is located on the desert biome at coordinates , To the east you will find a desert temple at coordinates , , and to your west you will discover an ocean monument at coordinates , If you want to use this seed to complete the survival campaign, then you can find a stronghold on a snow biome at coordinates , Results 1 to 6 of 6.
Hey gang. Repack info : 3. Wyrmrest Temple: The Obsidian Sanctum is available. Utgarde Keep: Utgarde Keep is available. Utgarde Keep: Utgarde Pinnacle is available. Azjol-Nerub: Azjol-Nerub is available. Drak'Tharon Keep is available. The Nexus: The Nexus is available. The Nexus: The Eye of Eternity is available. The Nexus: The Oculus is available. Caverns of Time: The Culling of Stratholme is available. The Violet Hold is available. Gundrak is available. Vault of Archavon is available.
Pusat Bantuan. Tentang Kami. Panduan Logo. Hubungi Kami. Kebijakan Privasi. Cara Jual. Berjualan - FAQ. Cara Membeli. Pembelian - FAQ. Download di Play Store. All rights reserved. Go to Halls of Reflection and subdue the blade Speak to a mob outside the entrence of Sunwell Yes sunwell plateu on the isle is back and needed Get a mobs 'blessing' Dip Quel'Delar into the sunwell mabye this will be an ashbringer like thing and mobs will not attack you or a you enter a phased sunwell area Bring the finished item to the Violet Citidel in Dalaran.
Comment by shadowspa This is a short,but hard,instance. When you come in,Jaina will be waiting for you. Ahead of you is Sword's Rest,an altar with Frostmourne hoverign above it.
When you ask Jaina to remove the sword,she does something and Uther's ghost appears and tells her about how to defeat the Lich King.
The Lich King then appears,banishes Uther to the abyss, summons his two captains from Warcraft 3,Falric and Marwyn,and leaves. Jaina follows him and the party has to fight 5 waves of mobs which are the same as the units Arthas commanded Human footmen , Dwarf riflemen , High Elf priests , Human female mages and mercenaries After 5 waves you fight Falric ,who is defensive oriented and not very hard. Shortly after him or during,dependign were you fight him When he hits a certain amount of health,you will be ambushed by Their attacks vary on what they copy.
They are not particulary hard,but may catch you offguard if you don't expect them. She will have around k hp left when you reach her,while the Lich King still has all of his 27 million hp. She will freeze him and thus start the second ''boss". There are 3 kinds of undead that he will summon: - Raging Ghouls dont have alot of hp,but there are alot of them. They leap. These are probably the first mobs you want to kill. They also have a vomit attack which I'm not sure what it does,but probably DoT.
When all the mobs are dead,the wall shatters and you can proceed. The Lich King,however,will be slowly walking toward you. Your faction's gunship,The Skybreaker of Alliance and Ogrim's Hammer for horde,then appears from below and blasts down the tunnel,saving you from the Lich King.
On board is a chest with loot and a portal to Dalaran. Edited for more detailed information,since the original post was from PTR. Comment by You must stay behind Sylvanas Comment by Supremacy I think I should say something. A lot of previous posts mention strategies for the bosses, and how to handle the last part of the dungeon. They also mention the hilarious bug where you disconnect as soon as you reach the end, right before collecting your spoils.
This is all true. However, I think people may be overlooking just how rough those "waves" are. I think this needs to be made very clear. This is not Violet Hold. This is not the Black Morass. You cannot just power your way through these waves with Blizzard, Fan of Knives, and Volley.
I think this dungeon - all of them in the Frozen Halls - is an attempt by Blizzard the company, not the spell to remind people that you still need crowd control and kill order in dungeons.
Also, probably them getting back at us for laughing at heroics. Those waves are brutal. Especially on heroic. Especially if you choose to take advantage of the cross-server LFG system. Keep in mind that you are walking with strangers into what I think is the hardest 5-man in the game. I tanked heroic Forge of Souls and Pit of Saron with pretty much no problem. Even the normal version of this, though, ended up getting kind of close.
This isn't a "lol, those ppl on other servers r scrubs" issue. This is "Holy hell, this is a hard dungeon" issue. DPS paladins, shaman, druids? You need to get rid of those debuffs, or people will die. Yes, your DPS will go down. Yes, your rotation might get messed up. You're just going to need to deal with that. In fact, I would strongly suggest making a plan before this fight. If you're running with a group that has heroic Algalon and heroic ToGCr on farm, then maybe you can just power through this.
I'll be honest with you, though: I wouldn't recommend it. In short? Halls of Reflection ain't no joke. Just my two cents. Comment by TMWNN Traditional AoE tanking methods for the undead waves before Falric and Marwyn won't work because there are almost always two ranged attackers, and many groups won't have undead-appropriate crowd control. Normally as a tank I'd handle such pulls using line of sight to force all enemies into melee range so I can tank them, but there isn't anywhere in the round room or the straight hallway where line of sight is broken.
Or is there? Solution: Have everyone hide in the east niche there are two tiny spaces, about one person's size , behind Marwyn, then trigger the event. As long as everyone stays hidden, each wave will come to the party.
Once the wave is there the party can spread out a little bit it's hard to see enemies when everyone, friend and foe, is clumped up on top of everyone else ; just make sure to hide once each wave is completely dead. After the fourth wave, Falric will come; since the party is in the east niche you'll have a few seconds to prepare for him.
Once he's dead, switch to the west niche for the next four waves and Marwyn. Comment by This instance is definitely a jump in difficulty to anything we've had before.
The waves are absolutely unforgiving, and a door prevents you from graveyard zerging like H-ToC 5. Make sure the tank is on the ball! Comment by Good way is to have Lin-of-sighthide spot wich is either behind falric or marwyn.
After each wave hide LOS and let tank pick up aggro. If hunters dont want to come, disarm them. Highest priority should be to kill mages and rogues since mages can iceblock your healer and rogues will make mince meat outta him.
Comment by Reunilana This instance is realy brutal but there is a way to cheat it a bit. You can out of sight the mobs near the bosses behind the wall. If those 2 come to casters its pretty much a wipe. They dont need to be tanked because even on heroic they dont hit hard. Its better to stay on casters because you wont get posioned at all.
Note that hunter can be disarmed. IF you have paladin in group he can also fear them. Note that priests can shackle the hunter mob. If you do it right in this combination you are pretty much a winner.
Small dps loss wont killl you but you will make healers job 10 times easier. Comment by Aurlon HoR really is serious business. The mercenary's are the killers here. Each one is capable of instantly dealing over 10k damage on heroic.
The first boss casts a group-wide fear that deals damage over time. He won't attack himself during this time but the fear-dot means you'll be taking a beating and people will die if they arn't topped before it hits.
The second boss is alot easier. Blow a cooldown whenever he puts Corrupted Flesh on you aswell as move out of the void zone he puts on the floor. It's really small so look carefully.
As for the final encounter, it's not anywhere near as hard as the first section but it's vital to keep everyone alive or you will be overrun because of too low DPS. Keep the pace up but don't take risks and it's a win. A viable tactic as of patch 3. Edit: Some updates for clarity. Update: Ledge tactic described above no longer works as of 3. Comment by I figured that I would throw in my two cents here about an easy way to do Falric and Marwyn, or at least, the trash between these two.
I don't know if anyone else has realized it, and I'll admit, I very quickly browsed the comments, and so I could have very likely missed something, but this is a ret pally CC dream come true assuming that ret pallies dream about CC, which we all know they don't. First, I am going to recommend that you use this CC on the ranged only, to reduce the chance of it being broken.
To me, the three moves that are very useful in this encounter are Repentance, Turn Evil, and Holy Wrath I think, whatever the AoE that stuns undead is. I've only done this encounter 3 times now, but it seems like each time you get one of the eight groups to have 3 ranged. However, for the most part, you can just assume two, or even just one.
CCing this fight is quite easy, because all that needs to be done is use Repentance on one of the ranged, and Turn Evil on the other. Assuming the DPS of your group isn't absolutely horrid, which, if you're planning on escaping from the Lich King, it can't be, you can kill the non-CC'd mobs before the second casting of Turn Evil wears off.
Since this is the case, you can effectively knock out two of the mobs from each and every wave of this encounter, and it does not ruin your DPS too terribly much. I find it easiest to focus the target that you have Turn Evil cast on, and when it runs out, simply cast it again. The only reason that I brought up Holy Wrath at all is that it seems like the move tends to be forgotten about, and it's extra DPS and a stun, so why not use it?
Since it seems like every group you run with nowadays has a ret pally in it, this little tidbit of info should be quite helpful.
Comment by brionl For the escape part, make sure that everybody stays near Jaina. Our tank and one of the DPS got happy feet and ran way down the ledge so when the first wall dropped they were on the wrong side.
We managed to have my hunter pet tank the first wave, but when we got to the second wall we wiped, because they had kept going and were on the wrong side of that one too. Comment by rockerboo One thing to note, the footman, they hit like a truck. They can be cc'd, disarmed, or whatever. In the group I was in, we chose to burn then asap as the other ones do some dmg, not as much as these footman. As a DK I strangled the mage, then death grip any other ranged, if there was 3 ranged, I left 1 going and threw some taunts on them, but you could probably have someone else silence them or disable if they have 3 or more.
If you have some good dps, this is the kill order we used. Footman, Priest, Rouge, Mage, Rifleman. Comment by Astygia From a healer's perspective Kudos, Blizz, for finally making a 5man that I can't sleep through. This is without a doubt one the hardest 5-mans I've healed in some time. Tactics we used on the captains fight Pally tank, boomkin, destro lock, mut rogue, disc priest were the same as most of those listed above And not to say that following a kill order isn't a good idea, but we didn't You will not have time to rez party members in between waves of ghosts, but if you are fast, you WILL have time to rez 1 person right after the last wave of ghosts before a boss.
This fight was a healer stress test The escape the LK event can either be incredibly easy or incredibly hard Keep in mind that by default many of the mobs will in fact be leaping at Sylvanas at first, not at your tank, so trying to kill them before they've backed you into an ice wall is very risky as they'll often get heal aggro and destroy your clothies from behind not to mention that the LK has a very obvious and very painful aura, you do not want your tank close to him.
Best bet here is to pile up on the wall and hold the mobs there. This way the tank could still see the incoming waves while ensuring that nothing was beating on us. This tactic was also useful because the abominations have a very painful cleave, as well as a frontal cone vomit spray, which can and will destroy your group if not kept under control. Much like the captains event, we didn't really prioritize a kill order.
We tried to take out Vrykul and Aboms as quickly as possible, but for the most part we just went for quantity and mopped up whatever happened to be left.
I suggest saving any long cooldowns for the 4th and final wave, as it is huge. All in all, the ICC instances are beautifully made and the mechanics are incredible, and this is the first 5man that I overgeared and yet felt undergeared for. Awesome :D. Comment by Belaflek Pali tank here. Heroic style Got it done by using one of the side rooms and having everyone stack up in one of the niches while I tossed consecrate.
The heals created enough agro so the ranged came in and walked into the consecrate also. I would fear an add.. Kill order was Priest, Mage, Merc, hunter, footman. The hunter has a tendency to go after the healer. DK can grab the annoying ones and the size or dnd can just about fill the room if u have a dk tank..
You may get healer tank los issues if the tank has to step out some but it should only be for a second or two so the tank has to be careful of not losign LOS to healer for too long and healer needs to stay hidden or ull get popped. Shackle may be handy for mobs outside of the room but inside may not be feasable because of all the aoe goin on from the tank.
Comment by jaq I love this instance, because it is such a struggle to deal with the waves, even with a good group, but it can be a pain for a pug group. Did it with one group that was an utter failure because no one wanted to stack on the tank for LOS but me for Falric and Marwyn. And people complained when they heard the Lich King was going to be part of the 5 mans!
Comment by Any CC in this instance is helpful. Having a little or having a lot is the difference between a high repair bill and a clear. Tanks need to be on the ball with aggro, DPS should help with cleanses, even DPS paladins and shamans should help to throw some healing around. Shadowy Mercenaries are, far and away, the most dangerous mobs. The are rogue type enemies that deal a MASSIVE amount of burst damage - if they aggro to a healer for any amount of time, it's a good chance you'll wipe - even plate dps won't last long before them.
Ghostly Priests don't deal so much damage, but the threat from them comes from their powerful heal which can healer for nearly , and their fear, which is bad if it goes on a healer. They're in the middle range of priorities, seeing how they can wreak havoc with their AoE spells and, less importantly, have a Chains of Ice spell but also spawn an additional Phantom Hallucination at low health.
Phantom Hallucinations have the same spells as the Mages, and start with the same remaining health as the mage who summoned them currently had, but in addition they explode for 6, damage upon death.
Spectral Footmen have a reasonably damaging melee attack, but that's about it. Just keep them on a tank. Finally, riflemen are nearly trivial if on your tank, the only problem being that they are ranged, so it may be hard to pick them up. They also pick a random target to Ice Shot, taking them out of battle for a few seconds and dealing a 6, damage hit.
In my experience, Retribution paladins provided they know what they're doing are a lifesaver. Plus they can cleanse and offheal. Unfortunately, most Ret pallies don't take these options into consideration in this instance, but it's something to consider, at least. Priests shouldn't forget their Shackle Undead either. And I cannot stress this enough: everything in this instance is immune to fear. Turn Evil is the only thing that will work that has a fear effect. Comment by However, for the entire last event, The Lich King is attackable and can take damage.
This means that if some group with massive ranged dps could do about 20 million damage in about 7 minutes before the fight ends, and deal with the adds, they could theoretically kill The Lich King in this five man instance. I expect this to happen before Wrath ends, but surely in Cataclysm.
Last edited by. Comment by LockeZ If you die in this instance, where do you run back to as a ghost? Comment by Nathiest Don't forget to turn in the quest at the end of the run like I did. I was so excited to get on the ship I totally fail. Comment by mushy It's really key to have high dps during the last stent of the instance when you are running from the Lich King.
As it has been stated in previous comments. Did this with a relatively decent group, pally tank, dk, moonkin druid, hunter, and myself as a holy priest. I must say the waves on heroic really puts a healer to the test on how well they can play their class. I love it. DPS needs to be high in the end with the ice walls. Gotta keep long CD's until the 4th wall, and a lot of people emphasize that aboms need to be killed first.
This may be true, but if you got a decent tank have them AoE tank as much as possible while the others in the group just AoE the hell out of everything and pick up what is left. We ran into the problem of singling out aboms etc etc, and it was only causing us to wipe.
Priests, use it! Comment by nkouzmad Tanks, stay out of the frost patches. Makes it really difficult to pick up the mob that just dropped aggro. Comment by Kathucka On the escape event, kill the witch doctors first. They do a crapload of unavoidable single-target and volley shadow bolt damage, and they are much squishier than the abominations.
They are also ranged, and therefore difficult to tank when you get a bunch of them. Healers need to be ready with lots of group heals to deal with this, especially since damage-dealers are likely to draw aggro from these casters as they try to keep up with the intense DPS requirements of this event.
Abominations after that, yes. The ghouls die to AoE and don't need to be targeted. Hunters, as they run to the next wall position, can drop an explosive trap and put Misdirection on the tank to make sure that the initial wave gets on the tank, not a healer. Also, the faster you get through the early waves, the more time you have on the extremely nasty final wave.
Wonder if theres some sort of connection? Comment by This is a challanging instance to tank, and heal if your dps don't control themselves. Here are some tanking tips: The first fight, in the round room in which you start, is the most difficult. If any dps takes damage, then too bad, but as long as the healer isn't being attacked, then you're fine.
With some luck, some of the dps will aid in terms of cc, but have them state in advance what and how the'll cc, so you don't brake it.
Taking crap from dps in here should automatically generate a kick voting. Comment by lmanth I have done this only once so far on my enhance shaman, which is definitely not undergeared, and was shocked by how much aggro I pulled on the waves and on the run to the end In here there's nowhere to pull back Please, does anyone have them?
I ran it for the first time tonight, it was on heroic and I was the tank I'm not super geared, epic but nothing crazy, item lvls to and we had no issues whatsoever. It was a mixed group from the new LFG interface.
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